Possessed Eclipse Knight Blade of Drought

Possessed Eclipse Knight Blade of Drought

Medium undead, lawful evil
Armor Class 20 (plate, shield)
Hit Points 119 (14d8 + 56)
Speed 25 ft.
18 (+4) 11 (+0) 18 (+4) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Str +7, Con +7
Damage Resistances fire, necrotic
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses passive Perception 12
Languages Celestial
Challenge 11 (7,200 XP)

Aura of Drought. Creatures within 5 feet of the possessed eclipse knight cannot drink potions or elixirs.


Multiattack. The possessed eclipse knight makes two Kadavergehorsam attacks.

Kadavergehorsam (Soul-Draining Fiery Longsword). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) fire damage plus 13 (2d8 + 4) necrotic damage, and the target loses one hit die. A creature slain or reduced to 0 hit dice by this attack has its spirit imprisoned within the longsword—it must call out to one ally to be rescued from imprisonment. With a bonus action and a DC 16 Intelligence (Religion) check, the named ally can attempt to free the imprisoned spirit if within 5 ft. of the possessed eclipse knight. If the check is successful, the trapped spirit returns to the body, restoring that character to one-quarter its total hit points. If the check fails, or if no attempt is made to free the trapped spirit before the start of the possessed eclipse knight’s next turn, both the trapped spirit and the named ally are destroyed.

Drought Wildfire Pillar (1/Day). The possessed eclipse knight ignites the drought dust in the air, creating a pillar of wildfire. It chooses a point it can see within 60 feet of itself; each creature in a 20-foot-radius centered on that point must make a DC 16 Dexterity saving throw. The pillar spreads around corners. A creature takes 70 (20d6) fire damage on a failed save or half as much damage on a successful one. The first time a creature is slain with this attack, it bursts into flame and runs its speed in a random direction, exploding into another drought wildfire sphere at the end of its frenzied movement.


Summon Drought Wraiths (1/Game). The first time the possessed eclipse knight is reduced to 60 hit points or fewer, it summons three drought wraiths (as specters listed in the 5th edition rules), each with a different appearance:

  1. A skeletal warrior with a bashed-in helmet (bludgeoning)
  2. A skeletal warrior with holes skewered into its splint mail (piercing)
  3. A decapitated skeletal warrior (slashing)

A drought wraith is immune to damage other than its corresponding type. The possessed eclipse knight suffers no damage as long as at least one drought wraith is present.

Burnt Offering (1/Day). The first time the possessed eclipse knight slays a creature while it has 90 hit points or fewer remaining, the possessed eclipse knight calls upon a specter of the Horned Daughter of Famine and begins a pyre offering of the spirit. If the possessed eclipse knight’s ritual is not disrupted by dealing 20 or more points of damage to it before the end of its next turn, the Horned Daughter of Famine accepts the burnt offering and grants the possessed eclipse knight the slain creature’s most powerful class feature or spell, which the possessed eclipse knight can use once as a bonus action.

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